Results 1 - 10
of
23
User Experience Over Time: An Initial Framework
, 2009
"... A recent trend in Human-Computer Interaction (HCI) research addresses human needs that go beyond the instrumental, resulting in an increasing body of knowledge about how users form overall evaluative judgments on the quality of interactive products. An aspect largely neglected so far is that of temp ..."
Abstract
-
Cited by 8 (4 self)
- Add to MetaCart
A recent trend in Human-Computer Interaction (HCI) research addresses human needs that go beyond the instrumental, resulting in an increasing body of knowledge about how users form overall evaluative judgments on the quality of interactive products. An aspect largely neglected so far is that of temporality, i.e. how the quality of users ’ experience develops over time. This paper presents an in-depth, fiveweek ethnographic study that followed 6 individuals during an actual purchase of the Apple iPhone™. We found prolonged use to be motivated by different qualities than the ones that provided positive initial experiences. Overall, while early experiences seemed to relate mostly to hedonic aspects of product use, prolonged experiences became increasingly more tied to aspects reflecting how the product becomes meaningful in one’s life. Based on the findings, we promote three directions for CHI practice: designing for meaningful mediation, designing for daily rituals, and designing for the self. Author Keywords User experience, experience-centered design, qualitative
Investigating Attractiveness in Web User Interfaces
, 2007
"... A theoretical framework for assessing the attractiveness of websites based on Adaptive Decision Making theory is introduced. The framework was developed into a questionnaire and used to evaluate three websites which shared the same brand and topic but differed in aesthetic design. The DSchool site w ..."
Abstract
-
Cited by 3 (0 self)
- Add to MetaCart
A theoretical framework for assessing the attractiveness of websites based on Adaptive Decision Making theory is introduced. The framework was developed into a questionnaire and used to evaluate three websites which shared the same brand and topic but differed in aesthetic design. The DSchool site was favoured overall and was best for aesthetics and usability. The subjective ratings of the sites were in conflict with the subject-reported comments on usability problems. Subjects were given two scenarios for their preference. They changed their preference from the DSchool to the HCI Group’s site for the more serious (PhD study) scenario; however, design background students remained loyal to the DSchool. The implications of framing and halo effects on users’ judgement of aesthetics are discussed.
Accounting for diversity in subjective judgments
- In Proceedings of CHI'08
, 2008
"... In this paper we argue against averaging as a common practice in the analysis of subjective attribute judgments, both across and within subjects. Previous work has raised awareness of the diversity between individuals ’ perceptions. In this paper it will furthermore become apparent that such diversi ..."
Abstract
-
Cited by 2 (1 self)
- Add to MetaCart
In this paper we argue against averaging as a common practice in the analysis of subjective attribute judgments, both across and within subjects. Previous work has raised awareness of the diversity between individuals ’ perceptions. In this paper it will furthermore become apparent that such diversity can also exist within a single individual, in the sense that different attribute judgments from a subject may reveal different, complementary, views. A Multi-Dimensional Scaling approach that accounts for the diverse views on a set of stimuli is proposed and its added value is illustrated using published data. We will illustrate that the averaging analysis provides insight to only 1/6 th of the total number of attributes in the example dataset. The proposed approach accounts for more than double the information obtained from the average model, and provides richer and semantically diverse views on the set of stimuli.
Designing for Rich Interaction: Integrating Form, Interaction, and Function
, 2006
"... in any form or by any means, electronical or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission from the author. ..."
Abstract
-
Cited by 1 (0 self)
- Add to MetaCart
in any form or by any means, electronical or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission from the author.
The Diversity of Non-instrumental Qualities in Human-Technology Interaction
"... phones Quality aspects that go beyond the instrumental value of an interactive system are one area of research in the field of user experience. In this paper we describe an approach to the measurement of non-instrumental qualities that defines aesthetic and symbolic aspects as main sub-categories an ..."
Abstract
-
Cited by 1 (0 self)
- Add to MetaCart
phones Quality aspects that go beyond the instrumental value of an interactive system are one area of research in the field of user experience. In this paper we describe an approach to the measurement of non-instrumental qualities that defines aesthetic and symbolic aspects as main sub-categories and discuss further relevant sub-dimensions. An exemplary study on three mobile phones is presented that used the discussed assumptions as theoretical basis and applied various questionnaire dimensions from the literature. The results demonstrate the usefulness of the approach and show that a consideration of diverse aspects of non-instrumental qualities makes it possible to better explain users ’ overall judgments. Implications for the evaluation and design of interactive systems and ideas for future work are discussed. 1.
Developing Practical Tools for User Experience Evaluation – A Case from Mobile News Journalism
"... We present a questionnaire called Attrak-Work to support the evaluation of user experience of mobile systems in the context of mobile news journalism. We discuss theoretical background of the questionnaire and describe the development process including the field study within which the questionnaire ..."
Abstract
-
Cited by 1 (1 self)
- Add to MetaCart
We present a questionnaire called Attrak-Work to support the evaluation of user experience of mobile systems in the context of mobile news journalism. We discuss theoretical background of the questionnaire and describe the development process including the field study within which the questionnaire was developed. The presented questionnaire assesses user’s perception of the pragmatic (usability and task and goal achievement) and hedonic (stimulation and identification) qualities and an overall judgment of appeal. We used the questionnaire as part of a field study to corroborate and expand the findings of observations and interviews. We found the Attrak-Work questionnaire a useful tool to be used in this manner especially for the evaluation of the hedonic qualities.
Reconstructing Experiences through Sketching. Arxiv preprint arXiv:0912.5343
, 2009
"... We present iScale, a survey tool for the retrospective elicitation of longitudinal user experience data. iScale employs sketching in imposing a process in the reconstruction of one’s experiences with the aim to minimize retrospection bias. Two versions, the Constructive and the Value-Account iScale, ..."
Abstract
-
Cited by 1 (1 self)
- Add to MetaCart
We present iScale, a survey tool for the retrospective elicitation of longitudinal user experience data. iScale employs sketching in imposing a process in the reconstruction of one’s experiences with the aim to minimize retrospection bias. Two versions, the Constructive and the Value-Account iScale, were motivated by two distinct theories on how people reconstruct emotional experiences from memory. These two versions were tested in two separate studies. Study 1 aimed at providing qualitative insight into the use of iScale and compared its performance to that of free-hand sketching. Study 2 compared the two versions of iScale to free recall, a control condition that does not influence the reconstruction process. Significant differences between iScale and free recall were found. Overall, iScale resulted in an increase in the amount, the richness, and the test-retest reliability of recalled information. These results provide support for the viability of retrospective techniques as a cost-effective alternative to longitudinal studies. Categories and Subject Descriptors: H.5.2 [User Interfaces]: Evaluation/methodology Additional Key Words and Phrases: User experience evaluation, retrospective elicitation, longitudinal methods A video demonstration of the tool may be found at
1 On the Retrospective Assessment of Users ’ Experiences Over Time: Memory or Actuality?
"... Copyright is held by the author/owner(s). ..."
Symbolic Aspects of University Homepage Design: What Appeals to 65 Different Cultures?
, 2007
"... MMI-Interaktiv ist ein Online-Journal im Bereich ..."
Usability of Hybrid, Physical and Virtual Objects for Basic Manipulation Tasks in Virtual Environments
"... Integrating physical and virtual environments has been shown to improve usability of Virtual Reality (VR) applications. Objects within these mixed realities (MR [1]) can be hybrid physical/virtual objects that are physically manipulatable and have flexible shape and texture. We compare usability of ..."
Abstract
- Add to MetaCart
Integrating physical and virtual environments has been shown to improve usability of Virtual Reality (VR) applications. Objects within these mixed realities (MR [1]) can be hybrid physical/virtual objects that are physically manipulatable and have flexible shape and texture. We compare usability of hybrid objects for basic manipulation tasks (rotation, positioning) to physical and virtual objects. The results suggest that hybrid objects are manipulated faster than virtual objects, but not more accurately. Physical objects outperform both hybrid and virtual objects in terms of speed and accuracy. On the other hand, users felt most stimulated by the virtual objects, followed by the hybrid and physical objects. The study shows that hybrid objects “work ” in virtual environments, but further investigations regarding the factors influencing their usability are needed.

